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Captain America II (Reborn)


Enforcer84

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Captain America IIVal Char Cost Roll Notes25 STR 15 14- Lift 800.0kg; 5d6 [1]27 DEX 51 14- OCV: 9/DCV: 925 CON 30 14-25 BODY 30 14-18 INT 8 13- PER Roll 15-13 EGO 6 12- ECV: 430 PRE 20 15- PRE Attack: 6d620 COM 5 13-16/40 PD 5 Total: 16/40 PD (0/24 rPD)16/40 ED 5 Total: 16/40 ED (0/24 rED)6 SPD 23 Phases: 2, 4, 6, 8, 10, 1210 REC 060 END 560 STUN 9 Total Characteristic Cost: 224Movement: Running: 9"/36" Leaping: 8"/16" Swimming: 5"/10"Cost Powers END50 Vibranium Alloy Shield: Multipower, 100-point reserve, (100 Active Points); all slots OAF (-1)1u 1) Protection: Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Nonpersistent (-1/4)4u 2) Protection: (Total: 100 Active Cost, 41 Real Cost) Armor (15 PD/15 ED), Requires An Use Questionite Skill Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (90 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4) (Real Cost: 36) plus Knockback Resistance -5" (10 Active Points); OAF (-1) (Real Cost: 5)1u 3) Protection: Missiles: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1)1u 4) Shield Edge: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 11u 5) Shield Bash: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 31u 6) Thrown Shield I: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]2u 7) Thrown Shield II: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]2u 8) Thrown Shield III: Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires An Use Questionite Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [1 rc]1u 9) Thrown Shield IV: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1) 22u 10) Shield Flare: Sight Group Flash 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (Any Bladed weapon; -1/2), Requires sufficiently strong light source (-1/4) Athletic Prodigy5 1) Acrobatic: Leaping 0" (8" forward, 4" upward) (Accurate) 16 2) Efficiency : Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR10 3) Sprinter: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to Running 1 Costume, all slots OIF (-1/2)13 1) Vibranium Regalia: Armor (10 PD/10 ED) (30 Active Points); OAF (1/2 DEF when Shield not on person; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Only Works Against Sonic/Vibration Attacks (-1/2)8 2) Vibranium Footfalls: +20 PD (20 Active Points); Only Protects Against Damage From Falls (-1), OIF (-1/2)12 3) Dispersal Layer: (Total: 28 Active Cost, 12 Real Cost) +6 PD, Hardened (x2; +1/2) (14 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 6) plus +6 ED, Hardened (x2; +1/2) (14 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 6)3 4) Dispersal Layer: Knockback Resistance -2" (4 Active Points); OIF (-1/2)5 5) Environmental Suit: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2)27 6) Micromail Layer: Armor (9 PD/9 ED), Hardened (x2; +1/2) (40 Active Points); OIF (-1/2)3 7) Vibranium Boot Souls: Invisible to Hearing Group (+1/4) for up to 18 Active Points of Running (4 Active Points); OIF (-1/2) 1 Enhanced Physiology10 1) Exotic Defenses: Power Defense (10 points)10 2) Healing Factor: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Continuous (+1) (37 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)6 3) Keen Senses: +2 PER with all Sense GroupsSynthesized Style using Boxing, Jujutsu, Gymnastics and Krav MagaManeuver OCV DCV Notes4 +1 HTH Damage Class(es)4 Atemi Strike -1 +1 2 1/2d6 NND4 Block +2 +2 Block, Abort5 Breaking Throw -2 -2 Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls4 Choke Hold -2 +0 Grab One Limb; 2 1/2d6 NND4 Cross/Low Kick/Knee Strike/Punch +0 +2 8d6 Strike4 Disarm -1 +1 Disarm; 40 STR to Disarm roll4 Dodge -- +5 Dodge, Affects All Attacks, Abort4 Escape +0 +0 45 STR vs. Grabs3 Grab/Clinch -1 -1 Grab Two Limbs, 40 STR for holding on5 Hook/Kick -2 +1 10d6 Strike3 Jab +2 +1 1d6 Strike4 Joint Lock/Throw +1 +0 Grab One Limb; 1 1/2d6 NND ; Target Falls3 Joint Lock +0 -1 40 STR , Grab, One limb3 Legsweep +2 -1 7d6 Strike, Target Falls3 Sacrifice Throw +2 +1 6d6 Strike; You Fall, Target Falls4 Shime -2 +0 Grab One Limb; 2 1/2d6 NND3 Slam/Throw +0 +1 6d6 +v/5, Target Falls1 Weapon Element: Blades1 Weapon Element: Clubs1 Weapon Element: ShieldSkills30 +5 with HTH and Ranged Combat3 Acrobatics 14-3 Analyze: Combat 13-5 Breakfall 15-3 Demolitions 13-3 High Society 15-3 Interrogation 15-3 Linguist0 1) Language: English (idiomatic) (4 Active Points)1 2) Language: French (completely fluent; literate) (4 Active Points)1 3) Language: German (completely fluent; literate) (4 Active Points)2 4) Language: Japanese (fluent conversation; literate) (3 Active Points)3 Oratory 15-3 Paramedics 13-3 Persuasion 15-19 Power: Shield Slinging 19-3 Scholar1 1) KS: Boxing (2 Active Points) 11-1 2) KS: Captain America (History & Lore) (2 Active Points) 11-1 3) KS: History (Post 1946) (2 Active Points) 11-3 4) KS: History (through 1946) (4 Active Points) 14-1 5) KS: Jujutsu (2 Active Points) 11-1 6) KS: Krav Maga (2 Active Points) 11-1 7) KS: The Superhuman World (2 Active Points) 11-3 Security Systems 13-3 Stealth 14-3 Streetwise 15-3 Tactics 13-3 Teamwork 14-5 WF: Common Melee Weapons, Disc Shield, Handguns, Rifles, Shotguns, Submachine Guns, Thrown GrenadesTotal Powers & Skill Cost: 372Total Cost: 596200+ DisadvantagesTotal Disadvantage Points: 596Background/History: Personality/Motivation: Idealistic. Captain America seeks to bring back heroism to Marvel U. 616. There are numerous roadbumps but he and his team are determined, powerful, and really working on becoming capable.Quote: Powers/Tactics: William Naslund was a phenomenal athlete and excellent fighter who fought in WWII as the Spirit of 76, working over in Europe with the ill fated Crusaders, and then later on his own. When he became the second Captain America, he added a steel version of Cap's shield to his arsenal.

Since joining Mr. Warden's team, he has been given a variant super-soldier formula that has enhanced his physical attributes and given him some tremendous health and recouperative abilities. He has expanded his martial arts repetoir and developed an efficient, acrobatic style of his own. He also has his costume and shield to aid him.

The Shield is similar to Steve Roger's disc shield, but it has a few different properties. The Vibranium alloy absorbs sound and kinetic damage, dispersing it harmlessly. Additionally, the highly polished surface can be used to reflect light and blind his foes. Finally, the shield has rounded edges so as to reduce accidental damage, but a special cyberpathic link (actually implanted in William) can activate a "mono-Molecular" edge that can slice almost any substance; the edge has a "deadman's" switch it shuts off if Captain America is stunned, or unconscious.Campaign Use: Appearance: Since receiving a variant Supersoldier Formula, William's already athletic physique has been enhanced. Though a little leaner than his predecessor, Steve Rogers, he has a phenomenal physique, with a bodyfat percentage less than one. He wears a specially created version of the traditional Captain America costume, a synthetic micro "chain mail" created from unique textiles. The material is naturally white, but for some reason absorbes and mutes the blue end of the spectrum. So while the costume is technically red, white, and blue the blue is rather grayish. The biggest difference, however is the shield which is a polished silver disc with a metallic black center and on that a golden eagle design.

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Re: Captain America II (Reborn)

 

This is a work in progress of my Leader from the Ultracool "Draft A superteam 2" thread over in the NGD.

 

Pulled from the past, William Naslund is once again asked to don the mantle of Captain America.

 

Right now he's missing the Perks some Gadgets I'm planning on giving the team.

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Re: Captain America II (Reborn)

 

more notes; William is not the leader, nor the tactician that Steve is. Though, to be honest, I'm not sure how Steve Rogers got to be that, experience? It seems he wasn't active too terribly long before being frozen and with Marvel's constant time compression, his return keeps getting bumped forward. So I am assuming that Steve received intense tactical training along with his physical training before debuting as Captain America.

 

William lacks that. He just has his own experience to go on plus the training he's received since his return. So while I give him tactics, he's not got the Overall Levels that Steve does. He's also less trained with his "Perfect form" than Cap would be at his peak. Overall, William is basically inferior to Steve, but he's got a bigger martial art repertoire, and his shield has a few other effects.

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Re: Captain America II (Reborn)

 

Total Disadvantage Points:**596
:eek:

 

OK, you've upgraded him, and, of course he has to be compatible with the other characters in your setting, but... yes, you do, indeed, have a problem with overbuilding your characters!

 

 

 

 

 

 

 

 

As long as it's fun, it's all good...

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Re: Captain America II (Reborn)

 

He's got a lot of "Dedicated Defenses"

 

20PD vs falls; gonna make that requireing a Breakfall roll, I forgot

his Shield gives 15 DEF

and His shield and costume together give him amazing protection from Sonic/Vibration attacks. (50 DEF total)

 

Should be 'soles', not 'souls'. ;)

 

I like the uses of the vibranium. :thumbup: Given all the vibranium he's carrying around, some hearing flash defense wouldn't be out of the question.

 

I wouldn't make the falling def require a breakfall roll - with distance penalties wouldn't come into play unless it wasn't needed anyways. I'd just require him to be awake and able to twist to a feet-first landing - maybe require an acrobatics roll (that wouldn't have distance penalties) or make it restrainable (to indicate if doesn't have freedom of movement can't get into position).

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Re: Captain America II (Reborn)

 

Sorry Cap. It's not that I wouldn't take the bullets for you. It's that Quesada is functionally god in your universe, and I got nothin' other than fond memories and The Ultimates. *sniff*

 

 

 

[and for those who may be confused, Quesada is "t3h Marvels god," not "G-d," two totally separate individuals]

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Re: Captain America II (Reborn)

 

Cap was active pre-war and lasted until right before the end of the (german part of the) war, so about 4-5 Years

 

Then when he was thawed he still was not much for tactics, so I would guess he got it after the team changed to Quicksilver, Scarlet Witch, and Hawkeye. SO about Avengers 16 you can see him starting to spend the points on it.

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Re: Captain America II (Reborn)

 

more notes; William is not the leader, nor the tactician that Steve is. Though, to be honest, I'm not sure how Steve Rogers got to be that, experience? It seems he wasn't active too terribly long before being frozen and with Marvel's constant time compression, his return keeps getting bumped forward. So I am assuming that Steve received intense tactical training along with his physical training before debuting as Captain America.

 

A lot depends on who is writing him. Many seem to promote the idea that it is a mix of training, experience, AND natural talent. Steve's body may have been frail, but his mind was fine, and while superhero comics seem to equate IQ with scientific know how, you can have smart guys who pursue other fields instead ;) It is pretty much established that Captain America was leading teams in WW2 (ala the Invaders especially) so finding himself in the modern world with the Avengers meant, at most, a brush up on changes and learning just what his team mates could do.

 

 

Good write up btw. I liked Spirit of 76'

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Re: Captain America II (Reborn)

 

Well' date=' my "True" Cap write up has 117pts worth of Perks. This one won't but there are still some gadgets and perks coming as I hammer out my team.[/quote']

 

Care to either post or send me a copy of your "True" cap, I am curious. Then again he spends about 1/2 the point total of my recent homage on perks so...

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